Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Recently, I downloaded and played this wonderful mod. Until now, my experience has been mostly very positive regarding new features and improvements it brings to vanilla gameplay, including changes in the original civilizations' mechanics beyond the very welcome additions you guys made. First, I'm very impressed by your team's input in making this an even better experience. So first things first, and I am very thankful. Having said that, I wanted to expand the experience and play 0 a.d online with this mod with my friends. However, even after ensuring the mod was properly downloaded and active on both machines, my friend and I couldn't access the lobby, specifically the match page. The message reads as something like: "Failed to connect to the game server. Connection timeout". I wonder if this is a known issue or if there's something I am missing. I am posting this after trying to run the vanilla version online on both machines by turning the delenda mods off, which worked well. Can anyone provide some insight on this? Thank you!
  3. That's what decides how big a unit actually is, for pathfinding purposes (such as if it can walk between trees or buildings that are close together). Default is regular unit size, large is used by siege machines and war elephants, and then there's several naval classes.
  4. Today
  5. What does this do: <PassabilityClass> default </PassabilityClass> It was in the unitmotion in https://docs.wildfiregames.com/entity-docs/r28/components/unitmotion/?h=
  6. interestinglog.html Yes, I did update from git
  7. did you update from git? that was an issue a little while ago. But should have been fixed, I don't have the issue anymore. Also I usually use the "interestinglog.html" file to figure it out.
  8. I tried other maps, and they loaded, I think I played them in an older version of the mod, I also tried creating a map, and it worked, so maybe it was something with that map? Also, I remember there was an error when saving a map one time (it was after I had won), and it wouldn't save
  9. crashlog.txt I tried it again, it crashed, could it have corrupted it somehow?
  10. do you know how to go to your logs? then you can copy and paste in a message. I cant quite see that. But i have been tweaking a few things. Let me see what happens when I push through and restart.
  11. This is with the latest update
  12. Maybe this would be useful for you, found it on some Maurya thread, but the link shared has Gupta units: Horse archers are notoriously absent, when they were a characteristic of the Guptas. Here some Gupta coins:
  13. https://gitea.wildfiregames.com/0ad/0ad/pulls/7069 Sadly, it's a currently rotting PR, like many other great ones.
  14. For the stone walls it would be nice to have some pebble stones or grass/ plants along the corner where the wall meets the ground. Maybe you would like to bake the ambient occlusion for the decal with the walls imported, or bake ao into the diffuse. For the rest, I don't know if you are planning to add this for all buildings, but if you do it would be nice to keep a difference between rural buildings (farm, corral, storehouse etc) and city buildings, maybe even military and civil city buildings. The ones you've done already are looking much better now
  15. It's possible I made a poc for it on Gitea a while ago.
  16. We're working on this too. Not sure the search will be better tho. We're trying to get away from this proprietary software.
  17. So do the Forums tbh. We need some upgraded search software on here.
  18. NEWS: New mesh fabrics for women (Long tunic variant, dress with centered texture; I'll show the women's version with a robe soon): I am creating new textures and East Asian units are being created. Great help from @Alisson Fabrini with baking AO and 3D improvements.
  19. Would it be possible to have biome/map texture specific decals? Like for example for snowy maps for the decal dirt to be snow, for desert maps for the decal dirt to be sand, etc. Since atm, if @Alexandermb goes ahead and gives the Spartans mud/moss decals it will look very strange in winter and desert maps.
  20. On top of that, adding small, non-interactive, scattered elements around buildings and across the terrain is always welcome. These details enrich the scene, reinforce the historical setting, and improve immersion without impacting performance, since they do not require gameplay logic or interaction. For instance: small piles of stones, broken pottery shards, clay jars left outside houses, wooden buckets, firewood stacks, loose straw or hay patches, worn footpaths between buildings, mud patches near entrances, simple wooden stools, abandoned tools like hammers or chisels, woven baskets, animal bones or remains, ash piles from fires, charcoal fragments, rope coils, small fences or stakes, cloth scraps or drying fabrics, barrels or storage containers, crates or wooden boxes, cart tracks on the ground, water puddles in uneven terrain, moss patches on stones, vines creeping on walls, fallen leaves or organic debris, sand or dust accumulation in corners, simple market leftovers like spilled grain or fruit, training dummies near barracks, broken shields or discarded equipment, fishing nets for coastal maps, scattered reeds or grasses near water. These kinds of elements help tell a story about daily life and activity, making the world feel more dynamic and grounded without overcomplicating the gameplay layer.
  21. I agree with this direction. Even when buildings are meant to look recently constructed, a bit of environmental integration goes a long way in making them feel believable within the world. Adding subtle dirt accumulation around the base of walls, slight discoloration from moisture, or small traces of wear can help anchor structures to the terrain instead of making them look like they were just placed there. In real life, even new constructions quickly pick up signs of use and exposure. A hint of mud near entrances, some irregularity in textures, or very light weathering can add depth without making assets look old or neglected. It is less about making things look aged, and more about breaking the “pristine” feel so that the scene reads as lived-in and coherent.
  22. No, I'm not Kate, and this forum is the first I have taken part in like 20 years, if I remember correctly. Everything is math under the hood, but no one ever does it (not even me), one just gets a feeling of what will work when. One doesn't calculate exactly how many seconds a certain amount of units will take to capture some structure, but there's a formula behind it, and one just has some intuitive idea after some time. I was just trying to do that same thing with something a bit similar to what CheckTester said, with some realistic reconsiderations. And then arguing that virtual combat with base garrisons would be more realistic, simple, and help with intuitiveness.
  23. Yesterday
  24. @Thalatta Kate, is that you? Anyway, I'm not doing that much math. I stand by my opinion that the game should be simple to learn and harder to master. New players already don't want to spend a lot of time learning this game. In fact, I believe that feature creep (especially since AoE III was released) has pushed people away from RTS. Couple this with the short attention span of younger generation, and you get only a fraction of former player base. No wonder that AoE 2 and AoE 1 (via Return of Rome) are still very popular. It's simpler, it works and is just wining timeless formula. There are some specific people who like to obsess over feature creep, sheets, statistics, and they are a minority. But, I digress.
  25. In some rare case I also try to recover from my last remaining units to build up a CC and population again - so would not like to give up if I still have units available. But that is a personal feeling...
  1. Load more activity
×
×
  • Create New...